<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
	<!-- Set Paths here -->
	<PropertyGroup>
		<!-- the output directory where built assets will be placed -->
		<OutputDirectory>..\ContentBuild\Content</OutputDirectory>
		<!-- the executable used to import each asset (this can be reused for any content build) -->
		<AssetImporter>..\ThreeDContentPipeline\AssetImporter\bin\Release\AssetImporter.exe</AssetImporter>
		<!-- the executable used to update the Silverlight asset project with the assets that were built (this can be reused for any content build) -->
		<ContentBuild>..\ThreeDContentPipeline\ContentBuild\bin\Release\ContentBuild.exe</ContentBuild>
		<!-- the Silverlight project that will hold the built assets -->
		<ContentBuildProject>..\ContentBuild\ContentBuild.csproj</ContentBuildProject>
		<!-- the root path for each asset in the build -->
		<ContentBuildRoot>..\ContentBuild</ContentBuildRoot>
		<!-- path to directx shader compiler (current setting assumes it is in the path environment variable) -->
		<ShaderCompiler>fxc.exe</ShaderCompiler>
	</PropertyGroup>
	
	<!-- Add Content Build Assemblies here -->
	<ItemGroup>
	</ItemGroup>
	
	<!-- Add Shader Assets here (expects the extension to be hlsl and the file must be in the root of the asset directory) -->
	<ItemGroup>
		<ShaderAsset Include="DualTextureVertex">
			<Entry>VSMain</Entry>
			<Profile>vs_2_0</Profile>
		</ShaderAsset>
		<ShaderAsset Include="DualTexturePixel">
			<Entry>PSMain</Entry>
			<Profile>ps_2_0</Profile>
		</ShaderAsset>
		<ShaderAsset Include="LightVertex">
			<Entry>VSMain</Entry>
			<Profile>vs_2_0</Profile>
		</ShaderAsset>
		<ShaderAsset Include="LightPixel">
			<Entry>PSMain</Entry>
			<Profile>ps_2_0</Profile>
		</ShaderAsset>
		<ShaderAsset Include="SkyVertex">
			<Entry>VSMain</Entry>
			<Profile>vs_2_0</Profile>
		</ShaderAsset>
		<ShaderAsset Include="SkyPixel">
			<Entry>PSMain</Entry>
			<Profile>ps_2_0</Profile>
		</ShaderAsset>
	</ItemGroup>

	<!-- Add Source Assets here -->
	<ItemGroup>
		<SourceAsset Include="CubeMaps\Sky1.xml">
			<Importer>ThreeDContentPipeline.TextureCubeImporter</Importer>
		</SourceAsset>
		<SourceAsset Include="Fonts\bigfont.png">
			<Importer>ThreeDContentPipeline.SpriteFontImporter</Importer>
		</SourceAsset>
		<SourceAsset Include="Fonts\fontcourier.bmp">
			<Importer>ThreeDContentPipeline.SpriteFontImporter</Importer>
		</SourceAsset>
		<SourceAsset Include="Fonts\fonthaettenschweiler.bmp">
			<Importer>ThreeDContentPipeline.SpriteFontImporter</Importer>
		</SourceAsset>
		<SourceAsset Include="Sprites\CrossHair.png">
			<Importer>ThreeDContentPipeline.Texture2DImporter</Importer>
		</SourceAsset>
		<SourceAsset Include="Sprites\Explode.png">
			<Importer>ThreeDContentPipeline.Texture2DImporter</Importer>
		</SourceAsset>
		<SourceAsset Include="Sounds\Trigger.wav">
			<Importer>ThreeDContentPipeline.SoundImporter</Importer>
		</SourceAsset>
		<SourceAsset Include="Sounds\Explode.wav">
			<Importer>ThreeDContentPipeline.SoundImporter</Importer>
		</SourceAsset>
		<SourceAsset Include="Meshes\SpikeBall.md2">
			<Importer>ThreeDContentPipeline.MD2Importer</Importer>
		</SourceAsset>
		<SourceAsset Include="Meshes\Smiley.md2">
			<Importer>ThreeDContentPipeline.MD2Importer</Importer>
		</SourceAsset>
		<SourceAsset Include="Meshes\SpikeBallSkin.png">
			<Importer>ThreeDContentPipeline.Texture2DImporter</Importer>
		</SourceAsset>
		<SourceAsset Include="Meshes\SmileySkin.png">
			<Importer>ThreeDContentPipeline.Texture2DImporter</Importer>
		</SourceAsset>
		<SourceAsset Include="DeleD\Map1.dxs">
			<Importer>ThreeDContentPipeline.DeleDImporter</Importer>
			<Arguments>DeleDTextures</Arguments>
		</SourceAsset>
	</ItemGroup>
 
	<!-- No need to modify this unless you know what you are doing -->
	<Target Name="Build">
		<RemoveDir Directories="$(OutputDirectory)"/>
		<Exec Command="$(AssetImporter) &quot;@(Assembly)&quot; &quot;$(OutputDirectory)&quot; &quot;%(SourceAsset.Identity)&quot; &quot;%(SourceAsset.Importer)&quot; &quot;%(SourceAsset.Arguments)&quot;"/>
		<Exec Command="$(ShaderCompiler) /LD /T %(ShaderAsset.Profile) /E %(ShaderAsset.Entry) /Zpr /Fo &quot;$(OutputDirectory)\%(ShaderAsset.Identity).asset&quot; &quot;%(ShaderAsset.Identity).hlsl&quot;"/>
		<Exec Command="$(ContentBuild) &quot;$(ContentBuildProject)&quot; &quot;$(OutputDirectory)&quot; &quot;$(ContentBuildRoot)&quot;"/>
	</Target>
	
</Project>
